I wouldn’t bring any mage except MF to the fight. Use a pike in the bottom left corner, GG next to him and MF, CA and a tank in the other three. First turn use the pike to pull his mounted out of the forest (Swap). Use MF and tank to finish the Mounted off if needed. Then use GG to hit his Mage. Make sure all your units are left of the rocks and center a ROF below where his mage started. If done right the only thing he can hit on his first turn is your tank (with other mounted and archer) and maybe his weakened mage. This gives you an extra turn to weaken him further before engaging in real combat. I don’t use the Goblin as bait until second turn since his guard cannot attack anyone on first turn unless I put a Goblin on board.
Your ROF and ToC are exactly where I always place them. Stay out of range of Archer on first turn. Second turn I have whichever archer cast ROF step into West Tower to get height/range bonuses. If it would help me take out a unit (especially opposing Archer) I have MF fly into South Tower. If not, she may hang back second turn also since nobody is wounded yet.Nobody had answered and I tried allone with my luck. I have used TBP, LA, CA, MF and DS.
On battle DS died and I must sacrifice MF tree for save units.... My new record in ice stronghold is level 24
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Moved TBP that archer can hit him because I want save DS tree. Something going dangerous and I need sacrifice MF tree to save TBP...
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On last I have moved TBP to MF and she heal him. Luckely TBP survived with low health against tank and rider.... MF get hit by archer. Sometimes ork archer died by DS tree and LA, CA
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